

Itzo
Members-
Posts
19 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
reported supercarrier yellow shirts will not guide into catapults
Itzo replied to slaw_dawg's topic in General Bugs
We also have this now every SC launch since the patch. Inefficient ground crew! -
Found it, somehow adding a 'invisible farp' makes the function stop working. I have no idea how.. I've attached a cleaned version of my mission. Start, choose random slot, within a couple of seconds the script runs as a AI enters the zone and I only get the "TRIGGER" text. Remove the 'Invisible farp' (near Kutaisi) and re-run, now it should work. ? TEST.miz
-
https://wiki.hoggitworld.com/view/DCS_func_isActive I'm getting the error ':2568: attempt to call method 'isActive' (a nil value)' Something broke after latest patch or two (incl hotfix). Used by: https://wiki.hoggitworld.com/view/MIST_getUnitsInZones Just me or..? Tried a re-save and to isolate the code.. Alternatives?
-
Still an issue for us, although we're on 2.5.5 because of all the other bugs so. Are you guys in 2.5.6 and are still having this issue?
-
MOOSE - Mission Object Oriented Scripting Framework
Itzo replied to FlightControl's topic in Scripting Tips, Tricks & Issues
I use the landing event as follows: _USAFAGGRESSORS = 1 _USA = 2 air1:HandleEvent(EVENTS.Land) function air1:OnEventLand(EventData) if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then Unit.destroy(EventData.IniDCSUnit) trigger.action.outText("Enemy landed", 10) end end air2:HandleEvent(EVENTS.Land) function air2:OnEventLand(EventData) if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then Unit.destroy(EventData.IniDCSUnit) trigger.action.outText("Enemy landed", 10) end end If the coalition in this case is red (0 = neutral, 1 = red, 2 = blue), the unit will despawn on landing keeping it clear :) 'air1' is the globally saved spawned group. -
MOOSE - Mission Object Oriented Scripting Framework
Itzo replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Save the spawned group in a global variable, then the Destroy() works as it knows it's "name". Should work! i.e. Group1 = SPAWN:New( "GRP1-1" ):InitKeepUnitNames():Spawn() Group1:Destroy() -
MOOSE - Mission Object Oriented Scripting Framework
Itzo replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Thanks for the check guys, it was something as dumb as not using the latest version of Moose. Apparently my Moose.lua from 2018-04-24 had a problem with that function.. I find it useful for my training missions/spawns using switched conditions. This way there is no chance of another AI plane to spawn accidentally as I want to be able to use the trigger zone unlimited times. Sharing this small example anyways, the problem was setting the skill through the f10 menu :) Not sure if it's actually makes a difference yet though, too useless in the tomcat to be sure yet ;) Is there a way to get the skill from a Moose-spawned unit or group? AI.Skill? F-14_dogfight.miz -
MOOSE - Mission Object Oriented Scripting Framework
Itzo replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Is InitSkill(String) not functional in Moose? https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html##(SPAWN).InitSkill TRMiG23 = SPAWN:New("AIMiG23"):InitLimit(1,1):InitSkill("Average") gives attempt to call method 'InitSkill' (a nil value) Hoping it's syntax.. :| -
Need help with entering waypoints IN cockpit please?
Itzo replied to Cowboy10uk's topic in DCS: F-14A & B
The N/E button should be pressed before coordinates, might be that? Otherwise I don't think the alignment is OK if it's that far away :D (try with HOT plane?) We use no conversion between F10 and F-14 :thumbs_up: -
Happens to me aswell - only after T/O and I fix it by going through FLAPS settings (full -> half -> auto) quickly and it's gone.
-
DCS 2.5.2.18307 Update 3 Added absolute axis for TDC. timing :thumbup:
-
^ :thumbup: Did also work by talking to for example the carrier through COM1/2, but that was A/A weapons ofc since the stores page is "bugged".